How many frames it takes before the move becomes 'active' or have a hit box. How many frames it takes for a move to finish after it's been active. Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.If the number is negative, the defender will be able to act before the attacker and maybe even punish. If the number is positive, then the move will end before the defender can act again. These are frame advantage values when the attack hits or is blocked. Notation may denote multi-hit or "sweet spot" damage values on certain frames. Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.Ĭrush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.Īttack damage on hit.
Street fighter 5 kage windows#
Notation may denote V-Skill only cancel windows in Specials.
![street fighter 5 kage street fighter 5 kage](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/afb1742d-0829-4b8d-b834-e09196d084f1/deez0js-7d2dfba7-7675-4420-95a9-eab63ee8095e.png)
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger.
![street fighter 5 kage street fighter 5 kage](https://assets1.ignimgs.com/thumbs/userUploaded/2018/12/17/sfv-1545074048466.jpg)
How many frames a move remains active (can hurt opponents) for.Īttack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing).